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Coppertwaddle

  • Coppertwaddle
  • Coppertwaddle - example cards
Ages:
10+
No. Players:
2
Playing Time:
20 minutes
Complexity:
2/5
RRP:
£9.99
Your Price:
£8.00 (You save £1.99)
Weight:
0.16 KGS
Shipping:
Calculated at checkout
Current Stock:
2
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Product Description

Coppertwaddle is a card game of skill and strategy based on a deck of fifty-five special cards. The game's unique appeal comes from the delightful woodcut illustrations on the cards and the use of mediaeval naming conventions.

Two players compete to build two Ranks of Threalms - Noble and Peasant. The first player to complete two Ranks of Proud (face-up) Threlms wins.

How to Play

Each player has a playing area in which they will place various cards. This area is called their DOMAIN. Each Domain has eight vacant areas (called DITCHES), four at the top and four at the bottom, forming a grid with four columns and two rows. The top row is known as the Noble Rank, and the bottom row is known as the Peasant Rank. In addition, there are FAVOUR cards that grant special powers.

Threlms occupy vacant Ditches matching their Rank in your Domain, by being played from your hand of available cards, or by ROBBING (using your Threlms already in play to steal a Threlm from your opponent). The winner of the game is the first player to populate his or her Noble Rank with four Noble Threlms and his or her Peasant Rank with four Peasant Threlms, all of which are face up (Proud) at the end of the player's turn. Winning the game is determined only at the end of that player's turn. The winner's victory score is calculated by adding together the POWER of all Threlms in the winner's Domain.

To co-ordinate the play, a Coppertwaddle player must follow a strict order of play during his or her turn. The player who is taking his or her turn is called the GUARDIAN. The other player is called the CHALLENGER.

ENGAGEMENT - The Guardian draws a card.

CHALLENGING - The Challenger may play one or more FAVOUR cards and/or use Threlm abilities, or simply pass.

EN GARDE - The Guardian may play cards.

ROBBING - The Guardian may attempt to rob a Threlm from the Challenger's Domain.

RESPITE - End of Turn and check for victory.

For the next turn, the current Guardian becomes the Challenger and vice versa

Contents: 55 cards, rules

Click here for a review on BoardGameGeek


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